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Editing v0.31:Attribute

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{{av}}
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{{buggy}}{{av}}
 
{{Quality|Fine|04:17, 24 May 2010 (UTC)}}
 
{{Quality|Fine|04:17, 24 May 2010 (UTC)}}
  
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Attributes are located in the Thoughts and Preferences screen.  Body attributes are listed just above prefstrings, and soul attributes are listed immediately thereafter.  Positive attributes are dark green and negative attributes are red.
 
Attributes are located in the Thoughts and Preferences screen.  Body attributes are listed just above prefstrings, and soul attributes are listed immediately thereafter.  Positive attributes are dark green and negative attributes are red.
  
Attributes are now associated with skills, so that shield use will raise endurance as an attribute, but not attributes like memory.  Attribute gain and rust rates, along with skill gain and rust rates, are moddable in the raws as a [[Creature token]].
+
Attributes are now associated with skills, so that shield use will raise endurance as an attribute, but not attributes like memory.  Attribute gain and rust rates, along with skill gain and rust rates, are moddable in the raws as [[Creature_Tokens]].
  
Attributes can be viewed for individual dwarves by selecting {{k|v}}iew dwarves, {{k|z}}, {{k|enter}} or by going to the {{k|u}}nits menu, {{k|v}}iew, then {{k|enter}}.
+
== bugs ==
 +
 
 +
It is important to note that, as of 0.31.08, all non-military skills are apparently bugged, and will not gain in attributes no matter how much they are worked.  Since attributes now rust as well, this means that the attributes of all non-military dwarves will continuously decline as your fort goes on, and with only a few attributes represented by military skills, some attributes (including memory, which works as a multiplier for rust rates) can become cripplingly low with no means of remedy aside from systematically replacing dwarves every few years.
  
 
==Body Attributes==
 
==Body Attributes==
The attribute values given in the tables correspond to default racial averages for dwarves only. Modded dwarves or any other creature will report the same phrases, but the underlying numbers may be very different. In almost every case, a higher attribute value is better, as opposed to [[personality trait]]s where one may prefer higher or lower depending on the situation.
 
 
{|
 
|-
 
|width=50%|
 
 
 
===Strength===
 
===Strength===
Alters the damage done in melee (increases velocity of weapon swings), increases muscle mass (thicker muscle layer also resists damage more), and increases how much a creature can carry. Higher strength also increases the speed with which a creature, even a naked creature, may move.
+
Alters the damage done in melee, increases muscle mass, and increases how much a creature can carry. Note that muscle mass will actually make a dwarf much slower, and gains in Strength will actually counteract equal gains in Agility.
 
 
{| {{prettytable}}
 
|- style="background:#ddd"
 
! style="width:8em" | Value (+)
 
! Description
 
  
|- style="border-top: 3px solid #aaa"
+
* unbelievably strong
| 2250 - 5000 || unbelievably strong
+
* mighty
|-
+
* very strong
| 2000 - 2249 || mighty
+
* strong
|-
 
| 1750 - 1999 || very strong
 
|-
 
| 1500 - 1749 || strong
 
|-
 
| 751 - 1000 || weak
 
|-
 
| 501 - 750 || very weak
 
|-
 
| 251 - 500 || unquestionably weak
 
|-
 
| 0 - 250 || unfathomably weak
 
|}
 
  
|width=50%|
+
* weak
 +
* very weak
 +
* unquestionably weak
 +
* unfathomably weak
  
 
===Agility===
 
===Agility===
This attribute increases the [[speed]] at which a creature works in the same way as strength -- a creature with maximum agility and strength can move around three times faster than a creature with minimum agility and strength.
+
This attribute is directly related to a character's [[Speed]], and the difference between 1000 agility and the maximum 5000 agility is roughly halving the time between each turn you take.
 
 
{| {{prettytable}}
 
|- style="background:#ddd"
 
! style="width:8em" | Value (-)
 
! Description
 
  
|- style="border-top: 3px solid #aaa"
+
* amazingly agile
| 1900 - 5000 || amazingly agile
+
* extremely agile
|-
+
* very agile
| 1650 - 1899 || extremely agile
+
* agile
|-
 
| 1400 - 1649 || very agile
 
|-
 
| 1150 - 1399 || agile
 
|-
 
| 401 - 650 || clumsy
 
|-
 
| 151 - 400 || quite clumsy
 
|-
 
| 0 - 150 || totally clumsy
 
|-
 
| NULL || abysmally clumsy
 
|}
 
  
|-
+
* clumsy
|
+
* quite clumsy
 +
* totally clumsy
 +
* abysmally clumsy
  
 
===Toughness===
 
===Toughness===
 
Reduces physical damage.
 
Reduces physical damage.
  
{| {{prettytable}}
+
* basically unbreakable
|- style="background:#ddd"
+
* incredibly tough
! style="width:8em" | Value (+)
+
* quite durable
! Description
+
* tough
  
|- style="border-top: 3px solid #aaa"
+
* flimsy
| 2250 - 5000 || basically unbreakable
+
* very flimsy
|-
+
* remarkably flimsy
| 2000 - 2249 || incredibly tough
+
* shockingly fragile
|-
 
| 1750 - 1999 || quite durable
 
|-
 
| 1500 - 1749 || tough
 
|-
 
| 751 - 1000 || flimsy
 
|-
 
| 501 - 750 || very flimsy
 
|-
 
| 251 - 500 || remarkably flimsy
 
|-
 
| 0 - 250 || shockingly fragile
 
|}
 
  
|
 
 
===Endurance===
 
===Endurance===
 
Reduces the rate at which dwarves become exhausted.
 
Reduces the rate at which dwarves become exhausted.
  
{| {{prettytable}}
+
* absolutely inexhaustible
|- style="background:#ddd"
+
* indefatigable
! style="width:8em" | Value (AVG)
+
* very slow to tire
! Description
+
* slow to tire
  
|- style="border-top: 3px solid #aaa"
+
* quick to tire
| 2000 - 5000 || absolutely inexhaustible
+
* very quick to tire
|-
+
* extremely quick to tire
| 1750 - 1999 || indefatigable
+
* truly quick to tire
|-
 
| 1500 - 1749 || very slow to tire
 
|-
 
| 1250 - 1499 || slow to tire
 
|-
 
| 501 - 750 || quick to tire
 
|-
 
| 251 - 500 || very quick to tire
 
|-
 
| 1 - 250 || extremely quick to tire
 
|-
 
| 0 || truly quick to tire
 
|}
 
  
|-
+
===Disease Resistance===
|
+
Reduces the risk of disease.  
===Recuperation===
 
Increases the rate of wound healing.
 
  
{| {{prettytable}}
+
* virtually never sick
|- style="background:#ddd"
+
* almost never sick
! style="width:8em" | Value (AVG)
+
* very rarely sick
! Description
+
* rarely sick
  
|- style="border-top: 3px solid #aaa"
+
* susceptible to disease
| 2000 - 5000 || possessed of amazing recuperative powers
+
* quite susceptible to disease
|-
+
* really susceptible to disease
| 1750 - 1999 || incredibly quick to heal
+
* stunningly susceptible to disease
|-
 
| 1500 - 1749 || quite quick to heal
 
|-
 
| 1250 - 1499 || quick to heal
 
|-
 
| 501 - 750 || slow to heal
 
|-
 
| 251 - 500 || very slow to heal
 
|-
 
| 1 - 250 || really slow to heal
 
|-
 
| 0 || shockingly slow to heal
 
|}
 
  
|
+
===Recuperation===
===Disease Resistance===
+
Increases the rate of wound healing.
Reduces the risk of disease.  
 
  
{| {{prettytable}}
+
* possessed of amazing recuperative powers
|- style="background:#ddd"
+
* incredibly quick to heal
! style="width:8em" | Value (AVG)
+
* quite quick to heal
! Description
+
* quick to heal
  
|- style="border-top: 3px solid #aaa"
+
* slow to heal
| 2000 - 5000 || virtually never sick
+
* very slow to heal
|-
+
* really slow to heal
| 1750 - 1999 || almost never sick
+
* shockingly slow to heal
|-
 
| 1500 - 1749 || very rarely sick
 
|-
 
| 1250 - 1499 || rarely sick
 
|-
 
| 501 - 750 || susceptible to disease
 
|-
 
| 251 - 500 || quite susceptible to disease
 
|-
 
| 1 - 250 || really susceptible to disease
 
|-
 
| 0 || stunningly susceptible to disease
 
|}
 
|}
 
  
 
==Soul Attributes==
 
==Soul Attributes==
The attribute values given in the tables correspond to default racial averages for dwarves only. Modded dwarves or any other creature will report the same phrases, but the underlying numbers may be very different. In almost every case, a higher attribute value is better, as opposed to [[personality trait]]s where one may prefer higher or lower depending on the situation.
 
  
 
From [http://www.bay12forums.com/smf/index.php?topic=60554.msg1413312#msg1413312 this post by Toady One]
 
From [http://www.bay12forums.com/smf/index.php?topic=60554.msg1413312#msg1413312 this post by Toady One]
  
With respect to skills: most of these attributes only affect duration, when that is the only available skill effect to begin with, but they are factored into outcomes when it applies.
 
 
At the [[#Skills By Soul Attribute|bottom]] is a list of which attributes affect which skills. [[:Image:DFmental.PNG|This]] pair of charts provides an easier to read summary of the soul attributes that are useful for doctors and soldiers.
 
 
{|
 
|-
 
|width=50%|
 
 
===Analytical Ability===
 
===Analytical Ability===
{| {{prettytable}}
+
Currently, the effects of this are not known.  According to Toady, "thinky stuff"
|- style="background:#ddd"
 
! style="width:8em" | Value (+)
 
! Description
 
  
|- style="border-top: 3px solid #aaa"
+
Skills affected: animal care, trapping, cheesemaker, cook, smelter, extract strand, cut gem, siege craft, siege operate, mechanics, architecture, diagnose, appraisal, organization, record keeping, knowledge acquisition, knapping
| 2250 - 5000 || awesome intellectual powers
 
|-
 
| 2000 - 2249 || great analytical abilities
 
|-
 
| 1750 - 1999 || a sharp intellect
 
|-
 
| 1500 - 1749 || a good intellect
 
|-
 
| 751 - 1000 || poor analytical abilities
 
|-
 
| 501 - 750 || very bad analytical abilities
 
|-
 
| 251 - 500 || a lousy intellect
 
|-
 
| 0 - 250 || a stunning lack of analytical ability
 
|}
 
  
|width=50%|
+
*awesome intellectual powers
===Focus===
+
*great analytical abilities
{| {{prettytable}}
+
*a sharp intellect
|- style="background:#ddd"
+
*a good intellect
! style="width:8em" | Value (++)
 
! Description
 
 
 
|- style="border-top: 3px solid #aaa"
 
| 2542 - 5000 || unbreakable focus
 
|-
 
| 2292 - 2541 || a great ability to focus
 
|-
 
| 2042 - 2291 || very good focus
 
|-
 
| 1792 - 2041 || the ability to focus
 
|-
 
| 1043 - 1292 || poor focus
 
|-
 
| 793 - 1042 || quite poor focus
 
|-
 
| 543 - 792 || really poor focus
 
|-
 
| 0 - 542 || the absolute inability to focus
 
|}
 
 
 
|-
 
|
 
===Willpower===
 
Willpower directly reduces exertion and pain effects.
 
 
 
{| {{prettytable}}
 
|- style="background:#ddd"
 
! style="width:8em" | Value (AVG)
 
! Description
 
 
 
|- style="border-top: 3px solid #aaa"
 
| 2000 - 5000 || an unbreakable will
 
|-
 
| 1750 - 1999 || an iron will
 
|-
 
| 1500 - 1749 || a lot of willpower
 
|-
 
| 1250 - 1499 || willpower
 
|-
 
| 501 - 750 || little willpower
 
|-
 
| 251 - 500 || a large deficit of willpower
 
|-
 
| 1 - 250 || next to no willpower
 
|-
 
| 0 || absolutely no willpower
 
|}
 
 
 
|
 
===Creativity===
 
{| {{prettytable}}
 
|- style="background:#ddd"
 
! style="width:8em" | Value (+)
 
! Description
 
 
 
|- style="border-top: 3px solid #aaa"
 
| 2250 - 5000 || a boundless creative imagination
 
|-
 
| 2000 - 2249 || great creativity
 
|-
 
| 1750 - 1999 || very good creativity
 
|-
 
| 1500 - 1749 || good creativity
 
|-
 
| 751 - 1000 || meager creativity
 
|-
 
| 501 - 750 || poor creativity
 
|-
 
| 251 - 500 || lousy creativity
 
|-
 
| 0 - 250 || next to no creative talent
 
|}
 
 
 
|-
 
|
 
===Intuition===
 
{| {{prettytable}}
 
|- style="background:#ddd"
 
! style="width:8em" | Value (AVG)
 
! Description
 
  
|- style="border-top: 3px solid #aaa"
+
*poor analytical abilities
| 2000 - 5000 || uncanny intuition
+
*very bad analytical abilities
|-
+
*a lousy intellect
| 1750 - 1999 || great intuition
+
*a stunning lack of analytical ability
|-
 
| 1500 - 1749 || very good intuition
 
|-
 
| 1250 - 1499 || good intuition
 
|-
 
| 501 - 750 || bad intuition
 
|-
 
| 251 - 500 || very bad intuition
 
|-
 
| 1 - 250 || lousy intuition
 
|-
 
| 0 || horrible intuition
 
|}
 
  
|
 
===Patience===
 
Some non-skill tasks are affected by Patience.
 
{| {{prettytable}}
 
|- style="background:#ddd"
 
! style="width:8em" | Value (+)
 
! Description
 
 
|- style="border-top: 3px solid #aaa"
 
| 2250 - 5000 || absolutely boundless patience
 
|-
 
| 2000 - 2249 || a deep well of patience
 
|-
 
| 1750 - 1999 || a great deal of patience
 
|-
 
| 1500 - 1749 || a sum of patience
 
|-
 
| 751 - 1000 || a shortage of patience
 
|-
 
| 501 - 750 || little patience
 
|-
 
| 251 - 500 || very little patience
 
|-
 
| 0 - 250 || no patience at all
 
|}
 
 
|-
 
|
 
 
===Memory===
 
===Memory===
 +
Toady eloquently states this as "remembery stuff." This attribute is believed to have an impact upon the rate at which skill rust occurs, and possibly skill experience gain, as well.
  
{| {{prettytable}}
+
Skills affected: animal care, herbalism, diagnose, appraisal, record keeping, knowledge acquisition
|- style="background:#ddd"
 
! style="width:8em" | Value (+)
 
! Description
 
  
|- style="border-top: 3px solid #aaa"
+
*an astonishing memory
| 2250 - 5000 || an astonishing memory
+
*an amazing memory
|-
+
*a great memory
| 2000 - 2249 || an amazing memory
+
*a good memory
|-
 
| 1750 - 1999 || a great memory
 
|-
 
| 1500 - 1749 || a good memory
 
|-
 
| 751 - 1000 || an iffy memory
 
|-
 
| 501 - 750 || a poor memory
 
|-
 
| 251 - 500 || a really bad memory
 
|-
 
| 0 - 250 || little memory to speak of
 
|}
 
  
|
+
*an iffy memory
 +
*a poor memory
 +
*a really bad memory
 +
*little memory to speak of
  
===Linguistic Ability===
+
===Creativity===
{| {{prettytable}}
+
It is uknown whether this currently has any impact at all.  Toady says, "being able to make up neat stuff."
|- style="background:#ddd"
 
! style="width:8em" | Value (AVG)
 
! Description
 
  
|- style="border-top: 3px solid #aaa"
+
Skills affected: all crafts, trapping, cheesemaking, cook, architecture, organization, lying, comedy
| 2000 - 5000 || an astonishing ability with languages and words
 
|-
 
| 1750 - 1999 || a great affinity for language
 
|-
 
| 1500 - 1749 || a natural inclination toward language
 
|-
 
| 1250 - 1499 || a way with words
 
|-
 
| 501 - 750 || a little difficulty with words
 
|-
 
| 251 - 500 || little linguistic ability
 
|-
 
| 1 - 250 || very little linguistic ability
 
|-
 
| 0 || difficulty with words and language
 
|}
 
  
|-
+
*a boundless creative imagination
|
+
*great creativity
===Spatial Sense===
+
*very good creativity
{| {{prettytable}}
+
*good creativity
|- style="background:#ddd"
 
! style="width:8em" | Value (++)
 
! Description
 
  
|- style="border-top: 3px solid #aaa"
+
*meager creativity
| 2542 - 5000 || a stunning feel for spatial relationships
+
*poor creativity
|-
+
*lousy creativity
| 2292 - 2541 || an amazing spatial sense
+
*next to no creative talent
|-
 
| 2042 - 2291 || a great feel for the surrounding space
 
|-
 
| 1792 - 2041 || a good spatial sense
 
|-
 
| 1043 - 1292 || a questionable spatial sense
 
|-
 
| 793 - 1042 || poor spatial senses
 
|-
 
| 543 - 792 || an atrocious spatial sense
 
|-
 
| 0 - 542 || no sense for spatial relationships
 
|}
 
  
|
+
===Intuition===
===Musicality===
+
It is uknown whether this currently has any impact at all. Toady says, "being able to get stuff."
This attribute doesn't affect any skills as of version .31.25.
 
{| {{prettytable}}
 
|- style="background:#ddd"
 
! style="width:8em" | Value (AVG)
 
! Description
 
  
|- style="border-top: 3px solid #aaa"
+
Skills affected: animal training, judging intent, appraisal, observer, diagnose
| 2000 - 5000 || an astonishing knack for music
 
|-
 
| 1750 - 1999 || a great musical sense
 
|-
 
| 1500 - 1749 || a natural ability with music
 
|-
 
| 1250 - 1499 || a feel for music
 
|-
 
| 501 - 750 || an iffy sense for music
 
|-
 
| 251 - 500 || little natural inclination toward music
 
|-
 
| 1 - 250 || next to no natural musical ability
 
|-
 
| 0 || absolutely no feel for music at all
 
|}
 
  
|-
+
*uncanny intuition
|
+
*great intuition
===Kinesthetic Sense===
+
*very good intuition
Most skills involving any movement at all (lots of them), and many non-skilled tasks as well are affected by Kinesthetic Sense.
+
*good intuition
  
{| {{prettytable}}
+
*bad intuition
|- style="background:#ddd"
+
*very bad intuition
! style="width:8em" | Value (AVG)
+
*lousy intuition
! Description
+
*horrible intuition
  
|- style="border-top: 3px solid #aaa"
+
===Focus===
| 2000 - 5000 || an astounding feel for the position of own body
+
It is suggested this has to do with how long a dwarf will stay at a task, but testing is required to confirm.  Toady says, "being able to get into stuff."
|-
 
| 1750 - 1999 || a great kinesthetic sense
 
|-
 
| 1500 - 1749 || a very good sense of the position of own body
 
|-
 
| 1250 - 1499 || a good kinesthetic sense
 
|-
 
| 501 - 750 || a meager kinesthetic sense
 
|-
 
| 251 - 500 || a poor kinesthetic sense
 
|-
 
| 1 - 250 || a very clumsy kinesthetic sense
 
|-
 
| 0 || an unbelievably atrocious sense of the position of own body
 
|}
 
  
|
+
Skills affected: fishing, ranged combat, siege operate, sneak, surgery, bone setting, suturing, record keeping, knowledge acquisition, concentration, observer
===Empathy===
 
{| {{prettytable}}
 
|- style="background:#ddd"
 
! style="width:8em" | Value (AVG)
 
! Description
 
  
|- style="border-top: 3px solid #aaa"
+
*unbreakable focus
| 2000 - 5000 || an absolutely remarkable sense of others' emotions
+
*a great ability to focus
|-
+
*very good focus
| 1750 - 1999 || a great sense of empathy
+
*the ability to focus
|-
 
| 1500 - 1749 || a very good sense of empathy
 
|-
 
| 1250 - 1499 || an ability to read emotions fairly well
 
|-
 
| 501 - 750 || poor empathy
 
|-
 
| 251 - 500 || a very bad sense of empathy
 
|-
 
| 1 - 250 || next to no empathy
 
|-
 
| 0 || the utter inability to judge others' emotions
 
|}
 
  
|-
+
*poor focus
|
+
*quite poor focus
===Social Awareness===
+
*really poor focus
{| {{prettytable}}
+
*the absolute inability to focus
|- style="background:#ddd"
 
! style="width:8em" | Value (AVG)
 
! Description
 
  
|- style="border-top: 3px solid #aaa"
+
===Willpower===
| 2000 - 5000 || a shockingly profound feel for social relationships
+
It is possible this relates to tantrums, happiness, insanity, or possibly other effects, but its use, if any, is currently unknown.  Toady says, "being able to keep on with and cope with stuff."
|-
 
| 1750 - 1999 || a great feel for social relationships
 
|-
 
| 1500 - 1749 || a very good feel for social relationships
 
|-
 
| 1250 - 1499 || a good feel for social relationships
 
|-
 
| 501 - 750 || a meager ability with social relationships
 
|-
 
| 251 - 500 || a poor ability to manage or understand social relationships
 
|-
 
| 1 - 250 || a lack of understanding of social relationships
 
|-
 
| 0 || an absolute inability to understand social relationships
 
|}
 
|}
 
=== Skills By Soul Attribute ===
 
{{SkillsBySoulAttribute}}
 
  
== Skills by Associated Attributes ==
+
Skills affected: mining, woodcutting, melee combat, crutch walking, pump operating, swimming, concentration
Strength, Toughness, Endurance, Willpower, Spatial Sense, Kinesthetic Sense:<br />
+
willpower directly resists exertion/pain effects
[[Miner]], [[Biter]]
 
  
Agility, Creativity, Spatial Sense, Kinesthetic Sense:<br />
+
*an unbreakable will
[[Bowyer]], [[Engraver]], [[Gem setter]], [[Bone carver]], [[Clothier]], [[Stone crafter]], [[Weaver]], [[Wood crafter]]
+
*an iron will
 +
*a lot of willpower
 +
*willpower
  
Strength, Agility, Creativity, Spatial Sense, Kinesthetic Sense:<br />
+
*little willpower
[[Carpenter]]
+
*a large deficit of willpower
 +
*next to no willpower
 +
*absolutely no willpower
  
Strength, Agility, Endurance, Willpower, Spatial Sense, Kinesthetic Sense:<br />
+
===Patience===
[[Wood cutter]], [[Swimmer]], [[Wrestler]]
+
It is currently unknown whether this does anything at all.  Toady says, "being able to handle not doing stuff."
  
Strength, Agility, Endurance, Creativity, Spatial Sense, Kinesthetic Sense:<br />
+
Skills affected: animal training, fishing, concentration, some non-skill tasks
[[Mason]], [[Armorsmith]], [[Metal crafter]], [[Metalsmith]], [[Weaponsmith]], [[Glassmaker]], [[Leatherworker]]
 
  
Agility, Focus, Spatial Sense, Kinesthetic Sense:<br />
+
*absolutely boundless patience
[[Ambusher]], [[Surgeon]], [[Suturer]], [[Archer]], [[Blowgunner]], [[Bowman]], [[Crossbowman]]
+
*a deep well of patience
 +
*a great deal of patience
 +
*a sum of patience
  
Agility, Analytical Ability, Memory, Empathy:<br />
+
*a shortage of patience
[[Animal caretaker]]
+
*little patience
 +
*very little patience
 +
*no patience at all
  
Agility, Kinesthetic Sense:<br />
+
===Spatial Sense===
[[Animal dissector]], [[Tanner]], [[Fish dissector]]
+
It is currently unknown whether this does anything at all.  Today says, "sense of surrounding stuff."
  
Agility, Toughness, Endurance, Intuition, Patience, Empathy:<br />
+
Skills affected: mining, wood cutting, crafts, trapping, combat skills, siege operate, sneak, architecture, wound dresssing, surgery, bone setting, suturing, crutch walking, swimming, observer, knapping
[[Animal trainer]]
 
  
Agility, Analytical Ability, Creativity, Spatial Sense:<br />
+
*a stunning feel for spatial relationships
[[Trapper]]
+
*an amazing spatial sense
 +
*a great feel for the surrounding space
 +
*a good spatial sense
  
Strength, Agility, Focus, Spatial Sense, Kinesthetic Sense:<br />
+
*a questionable spatial sense
[[Bone doctor]]
+
*poor spatial senses
 +
*an atrocious spatial sense
 +
*no sense for spatial relationships
  
Agility, Endurance, Willpower, Spatial Sense, Kinesthetic Sense:<br />
+
===Kinesthetic Sense===
[[Crutch walker]]
+
It is currently unknown whether this does anything at all. Toady says, "sense of own stuff."
  
Analytical Ability, Memory, Intuition:<br />
+
Skills affected: most skills involving any movement at all (lots of them), non-skilled tasks as well
[[Diagnostician]], [[Appraiser]]
 
  
Agility, Spatial Sense, Kinesthetic Sense, Empathy:<br />
+
*an astounding feel for the position of own body
[[Wound dresser]]
+
*a great kinesthetic sense
 +
*a very good sense of the position of own body
 +
*a good kinesthetic sense
  
Strength, Agility, Kinesthetic Sense:<br />
+
*a meager kinesthetic sense
[[Brewer]]<br />
+
*a poor kinesthetic sense
[[Balance]], not implemented
+
*a very clumsy kinesthetic sense
 +
*an unbelievably atrocious sense of the position of own body
  
Strength, Agility, Endurance, Kinesthetic Sense:<br />
+
===Linguistic Ability===
[[Butcher]], [[Dyer]], [[Grower]], [[Milker]], [[Miller]], [[Thresher]]
+
Presumed to relate to social skills, but testing needs to be done to see what effect, if any, this has.  Toady says, "all of the wordsy stuff."
  
Strength, Agility, Endurance, Analytical Ability, Creativity, Kinesthetic Sense:<br />
+
Skills affected: persuasion, negotiation, lying, intimidation, conversation, comedy, flattery, console, pacify, leadership, teaching
[[Cheese maker]]
 
  
Agility, Analytical Ability, Creativity, Kinesthetic Sense:<br />
+
*an astonishing ability with languages and words
[[Cook]]
+
*a great affinity for language
 +
*a natural inclination toward language
 +
*a way with words
  
Agility, Memory, Kinesthetic Sense:<br />
+
*a little difficulty with words
[[Herbalist]]
+
*little linguistic ability
 +
*very little linguistic ability
 +
*difficulty with words and language
  
Strength, Toughness, Endurance, Kinesthetic Sense:<br />
+
===Musicality===
[[Lye maker]], [[Potash maker]], [[Soaper]], [[Wood burner]]
+
Considering a lack of any sort of music in this game, it is currently unknown what effect this might possibly have.  Toady says, "musicky stuff."
  
Agility, Endurance, Kinesthetic Sense:<br />
+
Skills affected: nothing yet
[[Fish cleaner]]
 
  
Strength, Agility, Focus, Patience, Kinesthetic Sense:<br />
+
*an astonishing knack for music
[[Fisherdwarf]]
+
*a great musical sense
 +
*a natural ability with music
 +
*a feel for music
  
Strength, Toughness, Endurance, Analytical Ability, Kinesthetic Sense:<br />
+
*an iffy sense for music
[[Furnace operator]]
+
*little natural inclination toward music
 +
*next to no natural musical ability
 +
*absolutely no feel for music at all
  
Agility, Analytical Ability, Spatial Sense, Kinesthetic Sense:<br />
+
===Empathy===
[[Gem cutter]]
+
Possibly related to social skills, but it is currently unkown whether this does anything at all. Somewhat dubiously, Toady says, "being able to feel other peoples' stuff."
  
Strength, Agility, Endurance, Analytical Ability, Kinesthetic Sense:<br />
+
Skills affected: animal training, animal care, dress wounds, persuasion, negotiation, judging intent, conversation, flattery, console, pacify, leadership, teaching
[[Strand extractor]]
 
  
Strength, Agility, Endurance, Analytical Ability, Creativity, Spatial Sense:<br />
+
*an absolutely remarkable sense of others' emotions
[[Mechanic]], [[Siege engineer]]
+
*a great sense of empathy
 +
*a very good sense of empathy
 +
*an ability to read emotions fairly well
  
Strength, Toughness, Endurance, Willpower, Kinesthetic Sense:<br />
+
*poor empathy
[[Pump operator]], [[Armor user]]
+
*a very bad sense of empathy
 +
*next to no empathy
 +
*the utter inability to judge others' emotions
  
Strength, Toughness, Endurance, Analytical Ability, Focus, Spatial Sense:<br />
+
===Social Awareness===
[[Siege operator]]
+
Another apparent social attribute (with no current way of telling which does what), it is currently unknown whether this does anything at all. Toady says, "being able to manage and handle social stuff."
 
 
Agility, Analytical Ability, Creativity, Intuition:<br />
 
[[Alchemist]], not implemented
 
 
 
Strength, Agility, Analytical Ability, Spatial Sense, Kinesthetic Sense:<br />
 
[[Knapper]]
 
 
 
Analytical Ability, Creativity, Spatial Sense:<br />
 
[[Building designer]]
 
 
 
Analytical Ability, Creativity, Social Awareness:<br />
 
[[Organizer]]
 
 
 
Analytical Ability, Memory, Focus:<br />
 
[[Record keeper]], [[Student]]
 
 
 
Strength, Agility, Toughness, Willpower, Spatial Sense, Kinesthetic Sense:<br />
 
[[Axeman]], [[Fighter]], [[Hammerman]], [[Kicker]], [[Knife user]], [[Lasher]], [[Maceman]], [[Misc. object user]], [[Pikeman]], [[Shield user]], [[Spearman]], [[Striker]], [[Swordsman]],  [[Thrower]]
 
 
 
Agility, Toughness, Endurance, Willpower, Spatial Sense, Kinesthetic Sense:<br />
 
[[Dodger]]
 
 
 
Agility, Creativity, Kinesthetic Sense, Linguistic Ability:<br />
 
[[Comedian]], unless otherwise prohibited by traits
 
 
 
Linguistic Ability, Empathy, Social Awareness:<br />
 
[[Conversationalist]], [[Flatterer]], [[Negotiator]], [[Persuader]], [[Consoler]], [[Leader]], [[Pacifier]], [[Teacher]], unless otherwise prohibited by traits
 
 
 
Agility, Kinesthetic Sense, Linguistic Ability:<br />
 
[[Intimidator]], unless otherwise prohibited by traits
 
 
 
Intuition, Empathy, Social Awareness:<br />
 
[[Judge of intent]]
 
 
 
Creativity, Linguistic Ability, Social Awareness:<br />
 
[[Liar]], unless otherwise prohibited by traits
 
 
 
Focus, Willpower, Patience:<br />
 
[[Concentration]], not implemented
 
 
 
Intuition, Focus, Spatial Sense:<br />
 
[[Observer]]
 
 
 
Analytical Ability, Creativity, Intuition:<br />
 
[[Military tactics]], not implemented
 
 
 
Agility, Toughness, Endurance, Focus, Willpower, Empathy:<br />
 
[[Druid]], not implemented
 
 
 
Analytical Ability, Focus, Spatial Sense:<br />
 
[[Tracker]], not implemented
 
 
 
Focus, Willpower:<br />
 
[[Discipline]], not implemented
 
 
 
Creativity, Intuition, Linguistic Ability:<br />
 
[[Poet]], [[Wordsmith]], [[Writer]], not implemented
 
 
 
Memory, Focus, Linguistic Ability:<br />
 
[[Reader]], not implemented
 
 
 
Linguistic Ability:<br />
 
[[Speaker]], not implemented
 
 
 
Agility, Spatial Sense, Kinesthetic Sense:<br />
 
[[Coordination]], not implemented
 
 
 
Implemented but unknown:
 
Shearer, Spinner, Presser, Beekeeper, Potter, Glazer, Wax worker
 
 
 
Notes:
 
This data assumes, without evidence, that the same skills use <i>some</i> of the attributes that they train (i.e. that high agility improves chance of dodging). Game version 31.18.
 
 
 
*Spatial Sense and Kinesthetic Sense are almost everywhere
 
*Nothing trains Disease Resistance, Recuperation, or Musicality
 
*Intimidation and Comedy, social skills, raise Agility. Dwarven comedy is slapstick/clowning, not stand-up.
 
*knowledge_acquisition (student) doesn't boost skill gain except for teacher-student relations in a barracks
 
*Choose high-volume labors that train useful attributes for milita day-jobs/bootcamp
 
*Fishing, Siege Operating, and Record Keeping are useful for marksdwarves as they train the Focus attribute
 
*Hunting (ambusher/sneak) has identical attribute gain to Crossbow and Archer skills
 
 
 
===Attributes trained by skills===
 
'''Strength''':
 
 
 
Miner, Carpenter, Wood cutter, Mason, Bone doctor, Brewer, Cheese maker, Dyer, Grower, Lye maker, Milker, Miller, Potash Maker, Soaper, Thresher, Wood burner, Fisherdwarf, Armorsmith, Furance operator, Metal crafter, Metalsmith, Weaponsmith, Glassmaker, Leatherworker, Strand extractor, Mechanic, Pump operator, Siege engineer, Siege operator, Swimmer, all general combat and close combat skills (but not Dodger)
 
 
 
'''Agility''':
 
 
 
Bowyer, Carpenter, Wood cutter, Engraver, Mason, Animal caretaker, Animal trainer, Trapper, Bone doctor, Crutch-walker, Surgeon, Suturer, Wound dresser, Brewer, Butcher, Cheese maker, Cook, Dyer, Grower, Herbalist, Milker, Miller, Tanner, Thresher, Fish cleaner, Fish dissector, Fisherdwarf, Armorsmith, Metal crafter, Metalsmith, Weaponsmith, Gem cutter, Gem setter, Bone carver, Clothier, Glassmaker, Leatherworker, Stone crafter, Weaver, Wood crafter, Strand extractor, Mechanic, Siege engineer, Alchemist, Swimmer, Comedian, Intimidator, Student, Druid, Coordination, all general combat, close combat, and ranged combat/hunting skills (but not Biter or Armor user)
 
 
 
'''Toughness''':
 
 
 
Miner, Animal trainer, Lye maker, Potash maker, Soaper, Wood burner, Furnace operator, Pump operator, Siege operator, Druid, all general combat and close combat skills
 
 
 
'''Endurance''':
 
 
 
Miner, Wood cutter, Mason, Animal trainer, Crutch-walker, Butcher, Cheese maker, Dyer, Grower, Lye maker, Milker, Miller, Potash maker, Soaper, Thresher, Wood burner, Fish cleaner, Armorsmith, Furnace operator, Metal crafter, Metalsmith, Weaponsmith, Glassmaker, Leatherworker, Strand extractor, Mechanic, Pump operator, Siege engineer, Siege operator, Swimmer, Armor user, Biter, Dodger, Druid
 
 
 
'''Disease Resistance''':
 
 
 
Nothing!
 
 
 
'''Recuperation''':
 
 
 
Nothing!
 
 
 
'''Analytical Ability''':
 
 
 
Animal caretaker, Trapper, Diagnostician, Cheese maker, Cook, Furnace operator, Gem cutter, Strand extractor, Mechanic, Siege engineer, Siege operator, Alchemist, Knapper, Appraiser, Building designer, Organizer, Record keeper, Student, Military tactics, Tracker
 
 
 
'''Memory''':
 
 
 
Animal caretaker, Diagnostician, Herbalist, Appraiser, Record keeper, Student, Reader
 
 
 
'''Creativity''':
 
 
 
Bowyer, Carpenter, Engraver, Mason, Trapper, Cheese maker, Cook, Armorsmith, Metal crafter, Metalsmith, Weaponsmith, Gem setter, Bone carver, Clothier, Glassmaker, Leatherworker, Stone crafter, Weaver, Wood crafter, Mechanic, Siege engineer, Alchemist, Building designer, Organizer, Comedian, Liar, Military tactics, Poet, Wordsmith, Writer
 
 
 
'''Intuition''':
 
 
 
Animal trainer, Diagnostician, Alchemist, Appraiser, Observer, Military tactics, Poet, Wordsmith, Writer
 
 
 
'''Focus''':
 
 
 
Bone doctor, Surgeon, Suturer, Fisherdwarf, Siege operator, Record keeper, Concentration, Observer, Student, Tracker, Discipline, Reader, ranged combat/hunting skills
 
 
 
'''Willpower''':
 
 
 
Miner, Wood cutter, Crutch-walker, Pump operator, Swimmer, Concentration, Discipline, all general combat and close combat skills
 
 
 
'''Patience''':
 
 
 
Animal trainer, Fisherdwarf, Concentration
 
 
 
'''Spatial Sense''':
 
 
 
Miner, Bowyer, Carpenter, Wood cutter, Engraver, Mason, Trapper, Bone doctor, Crutch-walker, Surgeon, Suturer, Wound dresser, Armorsmith, Metal crafter, Metalsmith, Weaponsmith, Gem cutter, Gem setter, Bone carver, Clothier, Glassmaker, Leatherworker, Stone crafter, Weaver, Wood crafter, Mechanic, Siege engineer, Siege operator, Swimmer, Knapper, Building designer, Observer, Tracker, Coordination, all general combat, close combat, and ranged combat/hunting skills (but not Armor user)
 
 
 
'''Kinesthetic Sense''':
 
 
 
Miner, Bowyer, Carpenter, Wood cutter, Engraver, Mason, Bone doctor, Crutch-walker, Surgeon, Suturer, Wound dresser, Brewer, Butcher, Cheese maker, Cook, Dyer, Grower, Herbalist, Lye maker, Milker, Miller, Potash Maker, Soaper, Tanner, Thresher, Wood burner, Fish cleaner, Fish dissector, Fisherdwarf, Armorsmith, Furnace operator, Metal crafter, Metalsmith, Weaponsmith, Gem cutter, Gem setter, Bone carver, Clothier, Glassmaker, Leatherworker, Stone crafter, Weaver, Wood crafter, Strand extractor, Pump operator, Swimmer, Knapper, Comedian, Intimidator, Coordination, all general combat, close combat, and ranged combat/hunting skills
 
 
 
'''Linguistic Ability''':
 
 
 
Comedian, Conversationalist, Flatterer, Intimidator, Liar, Negotiator, Persuader, Consoler, Leader, Pacifier, Teacher, Poet, Wordsmith, Writer, Reader, Speaker (personality traits may preclude access to some of these skills)
 
 
 
'''Musicality''':
 
 
 
Nothing!
 
 
 
'''Empathy''':
 
 
 
Animal caretaker, Animal trainer, Conversationalist, Flatterer, Judge of intent, Negotiator, Persuader, Consoler, Leader, Pacifier, Teacher (personality traits may preclude access to some of these skills)
 
 
 
'''Social Awareness''':
 
 
 
Organizer, Conversationalist, Flatterer, Judge of intent, Liar, Negotiator, Persuader, Consoler, Leader, Pacifier, Teacher (personality traits may preclude access to some of these skills)
 
 
 
== How Your Dwarf Gets Attributes ==
 
 
 
Each attribute is a number between 0 and 5000, but in dwarven terms anything above 2500 is extraordinary. In the default raws (/raw/objects/creature_standard.txt), dwarven attributes come in four levels.
 
 
 
Focus and Spatial Sense are referred to as "++", or two steps above default. Their range is defined as [700:1200:1400:1500:1600:1800:2500], which sets out six ranges: 700-1200, 1200-1400, etc. Dwarves have an equal chance of dropping into any of these ranges, and an equal probability again of getting any number in that range. So the bottom one-sixth of your dwarves will be really low, the top one-sixth really high, and the two-thirds in the middle huddled around average. This also means that the median and the mean are slightly different: the mean for ++ is 1516.66... while median is 1500.
 
 
 
Strength, Toughness, Analytical Ability, Creativity, Patience, and Memory are +, or one step above default. Their ranges are [450:950:1150:1250:1350:1550:2250], and their mean is 1266.66...
 
 
 
Endurance, Disease Resistance, Recuperation, Intuition, Willpower, Kinesthetic Sense, Linguistic Ability, Musicality, Empathy, and Social Awareness are AVG, or the default. Their ranges are not specified in the raws, but they are [200:700:900:1000:1100:1300:2000] for Physical and [200:800:900:1000:1100:1300:2000] for Mental.
 
  
Agility is "-", the only attribute to be below default. Its ranges are [150:600:800:900:1000:1100:1500], mean 862.5, median 900.
+
Skills affected: persuasion, negotiation, judging intent, organization, lying, conversation, flattery, console, pacify, leadership, teaching
  
==Special Attributes==
+
*a shockingly profound feel for social relationships
Though they are not classified with the above attributes, creatures can have the following attribute(s):
+
*a great feel for social relationships
 +
*a very good feel for social relationships
 +
*a good feel for social relationships
  
{| {{prettytable}}
+
*a meager ability with social relationships
|- style="background:#ddd"
+
*a poor ability to manage or understand social relationships
! Attribute
+
*a lack of understanding of social relationships
! Value Range
+
*an absolute inability to understand social relationships
! Value Points
 
! Effect
 
|- style="border-top: 3px solid #aaa"
 
! rowspan=4 | Psychological Trauma
 
| 100
 
| Doesn't really care about anything anymore.
 
| rowspan=3 | This trait increases as dwarves witness death and suffer tragedy.  The higher it gets, the harder it is for the dwarf to be affected by negative thoughts, so in several ways, this is a useful, if tragic, side effect of running a bloody fort.  This trait often finds its way into experienced [[military|soldiers]], who might watch [[friend|friends]] and comrades die as often as they kill [[goblin|goblins]].
 
|-
 
| 67 - 99
 
| Is a hardened individual.
 
|-
 
| 33 - 66
 
| Is getting used to tragedy.
 
|-
 
| 0 - 32
 
|
 
| Nothing displayed.  Dwarf is not yet traumatized.
 
|}
 

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